ModernUO/Projects/Scripts/Items/Skill Items/Magical/Misc/RecallRune.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand.

* WIP - Rewriting packets.

* Cleanup and updates README

* Converts more packets

* Fixes header

* Converts Effects packets.

* Forgot the send command

* Adds the start of containers packets.

* Adds message packets with caching

* Extends the send methods

* Starts to add Acquire methods

* Converted the packets

* Cleanup

* Cleanup

* Adds more packets

* Adds more packets

* Fixes clearing arrays from pool. Adds Mobile Incoming

* Converts more packets.

* Moves more packets

* Moves more packets

* Test compression

* Merges

* Migrating to an idiomatic syntax that also supports compression, and proxying.

* Optimize the stack alloc. Changes attributes

* Converted container packets

* Visual Studio doesn't auto save files. I am still getting used to subpar IDEs.

* Adds static packet caching. Will profile later. Converts more packets

* Fixes packets and changes how compression is configured

* WIP - Adds basics for Gumps. Not finished though.

* Fix file

* Fixes formatting

* Changed SpanWriter to be more idiomatic.

* Fixes Span vs RawSpan and missing stackallocs

* Converts over some more gumps

* WIP - Deletes 32bit support.

* Drops RDRand32 support.

* Fixes gump compilation

* Converting gump components

* Removes old huffman compression function

* Revert signature for backwards compatibility

* WIP - Converting more gump components

* Creates ArraySet for the strings. Updates AppendTo to reference that.

* Converts the maining gump components

* Cleans up gump components

* Cleans up directives

* Cleans up ArraySet and moves it. Adds null-coalescing-assignment

* Cleanup, Target Packets, and C# 8 changes.

* Removed OPL Packet

* World packets

* Fixing packet uses

* Cleans up code. Fixes packet uses in various places.

* More cleanup for packets

* Code cleanup

* Converts more packet uses and cleans up more code

* More code cleanup

* Finishes fixing the packets in Item

* Updates secure trade packets

* Updates core and gets it to compile.

* Moved packets to scripts. Fixed account handler use of packets

* Code cleanup

* Updates chat packets

* Code cleanuo

* Adds party packets, but need to implement them.

* Party packets WIP

* Finishes party packets

* Rearrange movement namespaces and classes

* Finishes plant packets

* Code Formatting

* Fixes moving effects

* Code cleanup, eliminates equipinfo

* Adds more packets. Fixes bugs with various packets.

* Finishes mahjon packets

* Fixes mahjong packet

* Code cleanup

* Finishes mahjong packets

* Adds Map packets

* Add multifacet maps and charts

* Cleans up some packets with UTF8

* Optimizes packets

* Cleans up more packets. Moves the MessageHelper

* Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets.

* Updates protocol extensions packet receiver

* Fixes a few bugs. Fixes a few more packets.

* Code cleanup and fixing more packets

* Fixes packet effects

* Cleaned up more code

* Buff Icon cleanup

* Removed unused constructors

* Code Cleanup. Adds BoatHS Packets

* Moves house files. Updates house foundation packets.

* Deployment cleanup

* Fixes:

* Code cleanup

* More code cleanup

* More code cleanup

* Cleaned up BaseHouse

* Enforces styling

* Converts foreach to linq where possible.

* Dont need that

* Goals/Readme updates

* Removes 32bit support at the highest level. Turns on HRT by default.

* Code cleanup. Fixes extended features packet.

* Fixes various bugs

* Code cleanup

* Code cleanup

* Code cleanup. Fixes gump X/Y assignment.

* Code cleanup using |= operator

* More code cleanup

* Cleanup

* Fixes spacing issues. Thanks Visual Studio. You suck.

* Compiler error

* Fixes NPE from RunUO 2.7

* Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README

* Fixes more packets. Stupid trailing nulls.

* Fixes various bugs.

* Fixes for gumps

* Fixes more gump stuff. Going to split it out later since it is getting insane

* Recoded the gump writing

* WIP

* *Added output path of scripts project to dev branch
*Activated debugging in code
2019-11-11 12:40:16 +01:00

304 lines
7.9 KiB
C#

using Server.Multis;
using Server.Regions;
namespace Server.Items
{
[Flippable(0x1f14, 0x1f15, 0x1f16, 0x1f17)]
public class RecallRune : Item
{
private const string RuneFormat = "a recall rune for {0}";
private string m_Description;
private BaseHouse m_House;
private bool m_Marked;
private Map m_TargetMap;
[Constructible]
public RecallRune() : base(0x1F14)
{
Weight = 1.0;
CalculateHue();
}
public RecallRune(Serial serial) : base(serial)
{
}
[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
public BaseHouse House
{
get
{
if (m_House?.Deleted == true)
House = null;
return m_House;
}
set
{
m_House = value;
CalculateHue();
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
public string Description
{
get => m_Description;
set
{
m_Description = value;
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
public bool Marked
{
get => m_Marked;
set
{
if (m_Marked != value)
{
m_Marked = value;
CalculateHue();
InvalidateProperties();
}
}
}
[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
public Point3D Target{ get; set; }
[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
public Map TargetMap
{
get => m_TargetMap;
set
{
if (m_TargetMap != value)
{
m_TargetMap = value;
CalculateHue();
InvalidateProperties();
}
}
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
if (m_House?.Deleted == false)
{
writer.Write(1); // version
writer.Write(m_House);
}
else
{
writer.Write(0); // version
}
writer.Write(m_Description);
writer.Write(m_Marked);
writer.Write(Target);
writer.Write(m_TargetMap);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 1:
{
m_House = reader.ReadItem() as BaseHouse;
goto case 0;
}
case 0:
{
m_Description = reader.ReadString();
m_Marked = reader.ReadBool();
Target = reader.ReadPoint3D();
m_TargetMap = reader.ReadMap();
CalculateHue();
break;
}
}
}
private void CalculateHue()
{
if (!m_Marked)
Hue = 0;
else if (m_TargetMap == Map.Trammel)
Hue = House != null ? 0x47F : 50;
else if (m_TargetMap == Map.Felucca)
Hue = House != null ? 0x66D : 0;
else if (m_TargetMap == Map.Ilshenar)
Hue = House != null ? 0x55F : 1102;
else if (m_TargetMap == Map.Malas)
Hue = House != null ? 0x55F : 1102;
else if (m_TargetMap == Map.Tokuno)
Hue = House != null ? 0x47F : 1154;
}
public void Mark(Mobile m)
{
m_Marked = true;
bool setDesc = false;
if (Core.AOS)
{
m_House = BaseHouse.FindHouseAt(m);
if (m_House == null)
{
Target = m.Location;
m_TargetMap = m.Map;
}
else
{
HouseSign sign = m_House.Sign;
if (sign != null)
m_Description = sign.Name;
else
m_Description = null;
if (m_Description == null || (m_Description = m_Description.Trim()).Length == 0)
m_Description = "an unnamed house";
setDesc = true;
int x = m_House.BanLocation.X;
int y = m_House.BanLocation.Y + 2;
int z = m_House.BanLocation.Z;
Map map = m_House.Map;
if (map?.CanFit(x, y, z, 16, false, false) == false)
z = map.GetAverageZ(x, y);
Target = new Point3D(x, y, z);
m_TargetMap = map;
}
}
else
{
m_House = null;
Target = m.Location;
m_TargetMap = m.Map;
}
if (!setDesc)
m_Description = BaseRegion.GetRuneNameFor(Region.Find(Target, m_TargetMap));
CalculateHue();
InvalidateProperties();
}
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
if (m_Marked)
{
string desc;
if ((desc = m_Description) == null || (desc = desc.Trim()).Length == 0)
desc = "an unknown location";
if (m_TargetMap == Map.Tokuno)
list.Add(House != null ? 1063260 : 1063259, RuneFormat, desc); // ~1_val~ (Tokuno Islands)[(House)]
else if (m_TargetMap == Map.Malas)
list.Add(House != null ? 1062454 : 1060804, RuneFormat, desc); // ~1_val~ (Malas)[(House)]
else if (m_TargetMap == Map.Felucca)
list.Add(House != null ? 1062452 : 1060805, RuneFormat, desc); // ~1_val~ (Felucca)[(House)]
else if (m_TargetMap == Map.Trammel)
list.Add(House != null ? 1062453 : 1060806, RuneFormat, desc); // ~1_val~ (Trammel)[(House)]
else
list.Add(House != null ? "{0} ({1})(House)" : "{0} ({1})", string.Format(RuneFormat, desc), m_TargetMap);
}
}
public override void OnSingleClick(Mobile from)
{
if (m_Marked)
{
string desc;
if ((desc = m_Description) == null || (desc = desc.Trim()).Length == 0)
desc = "an unknown location";
if (m_TargetMap == Map.Tokuno)
LabelTo(from, House != null ? 1063260 : 1063259,
string.Format(RuneFormat, desc)); // ~1_val~ (Tokuno Islands)[(House)]
else if (m_TargetMap == Map.Malas)
LabelTo(from, House != null ? 1062454 : 1060804,
string.Format(RuneFormat, desc)); // ~1_val~ (Malas)[(House)]
else if (m_TargetMap == Map.Felucca)
LabelTo(from, House != null ? 1062452 : 1060805,
string.Format(RuneFormat, desc)); // ~1_val~ (Felucca)[(House)]
else if (m_TargetMap == Map.Trammel)
LabelTo(from, House != null ? 1062453 : 1060806,
string.Format(RuneFormat, desc)); // ~1_val~ (Trammel)[(House)]
else
LabelTo(from, House != null ? "{0} ({1})(House)" : "{0} ({1})", string.Format(RuneFormat, desc),
m_TargetMap);
}
else
{
LabelTo(from, "an unmarked recall rune");
}
}
public override void OnDoubleClick(Mobile from)
{
int number;
if (!IsChildOf(from.Backpack))
{
number = 1042001; // That must be in your pack for you to use it.
}
else if (House != null)
{
number = 1062399; // You cannot edit the description for this rune.
}
else if (m_Marked)
{
number = 501804; // Please enter a description for this marked object.
from.Prompt = new RenamePrompt(this);
}
else
{
number = 501805; // That rune is not yet marked.
}
from.SendLocalizedMessage(number);
}
private class RenamePrompt : Prompt
{
private RecallRune m_Rune;
public RenamePrompt(RecallRune rune) => m_Rune = rune;
public override void OnResponse(Mobile from, string text)
{
if (m_Rune.House == null && m_Rune.Marked)
{
m_Rune.Description = text;
from.SendLocalizedMessage(1010474); // The etching on the rune has been changed.
}
}
}
}
}